These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Test Server Feedback

 
  • Topic is locked indefinitely.
 

Feedback for Hacking/Archaeology feature from 27/5/13 onward

First post First post
Author
Johan Toralen
IIIJIIIITIIII
#121 - 2013-05-29 01:03:12 UTC
Since we're talking about income i must say so far my average is below TQ. Having run a couple more sites today in low and null, despite getting a bit better at the pinata i average about 40m in nullsec (best was 84m) and 10m in low sec (best around 20m). I know its hard to put a number on random income like exploration. But from what i've heard about nullsec and my own experience with low sec exploration the numbers don't add up yet.

And truth be told i'll not be happy with the income even if it reaches pre-Odyssey levels given the hassle of doing them and something i'm about to explain:

Profession sites used to be more of a bonus. You did them on the side when you stumpled upon them, either quickly refitting your ship or using a all in one fit to run both exploration and combat sites. Perhaps for newer chars it was a bit different.

With Odyssey it goes now in a direction where the profession sites become more specialiced. To master the hacking game and loot spew you'll want a ship that is maxed out for the job. Rigs, mods, perhaps a hacking implant for your char. Multiple tractor beams in the hi slots and a fit for insta locking helps a lot with the loot pinata (something i learned today).

So it goes in a direction where you have to chose between profession and combat sites. The thing is as it stands now ther's still a lot more isk to be made in combat sites. Enough people manage to have an income in the billions per week. For profession sites on the other hand you're probably gonna count in tens or hundreds of millions instead.

Some lucky fellas will get the pos bpc but in the newest dev blog it's decribed as a very very rare drop. So i doubt its close anywhere near the probability of a good drop in a combat site.

If profession sites are supposed to be their own thing then it should pay off to specialice in them. Perhaps not quite as good as combat sites but definitely closer then what it used and is right now. Otherwise i see it drifting into obscurity. For older players it doesn't pay well enough, newer players will stick to for a while maybe then move on.

Karsa Egivand has a point about the market making the prices. So just putting more salvage, decryptors and datacores in will have a negative effect. Instead loot needs to be spiced up with a wide variety of things and different loot tables in different parts of the game world. I'm not sure with what exactly the loot tables could be spiced up. Perhaps more pirate bpc's. maybe cosmos stuff? It's so obscure right now. With better supply for the materials and bpc's whole new markets could evolve from it.
Scuzzy Logic
Space Spuds
#122 - 2013-05-29 01:09:21 UTC  |  Edited by: Scuzzy Logic
Johan Toralen wrote:
Since we're talking about income i must say so far my average is below TQ. Having run a couple more sites today in low and null, despite getting a bit better at the pinata i average about 40m in nullsec (best was 84m) and 10m in low sec (best around 20m). I know its hard to put a number on random income like exploration. But from what i've heard about nullsec and my own experience with low sec exploration the numbers don't add up yet.

And truth be told i'll not be happy with the income even if it reaches pre-Odyssey levels given the hassle of doing them and something i'm about to explain:

Profession sites used to be more of a bonus. You did them on the side when you stumpled upon them, either quickly refitting your ship or using a all in one fit to run both exploration and combat sites. Perhaps for newer chars it was a bit different.

With Odyssey it goes now in a direction where the profession sites become more specialiced. To master the hacking game and loot spew you'll want a ship that is maxed out for the job. Rigs, mods, perhaps a hacking implant for your char. Multiple tractor beams in the hi slots and a fit for insta locking helps a lot with the loot pinata (something i learned today).

So it goes in a direction where you have to chose between profession and combat sites. The thing is as it stands now ther's still a lot more isk to be made in combat sites. Enough people manage to have an income in the billions per week. For profession sites on the other hand you're probably gonna count in tens or hundreds of millions instead.

Some lucky fellas will get the pos bpc but in the newest dev blog it's decribed as a very very rare drop. So i doubt its close anywhere near the probability of a good drop in a combat site.

If profession sites are supposed to be their own thing then it should pay off to specialice in them. Perhaps not quite as good as combat sites but definitely closer then what it used and is right now. Otherwise i see it drifting into obscurity. For older players it doesn't pay well enough, newer players will stick to for a while maybe then move on.

Karsa Egivand has a point about the market making the prices. So just putting more salvage, decryptors and datacores in will have a negative effect. Instead loot needs to be spiced up with a wide variety of things and different loot tables in different parts of the game world. I'm not sure with what exactly the loot tables could be spiced up. Perhaps more pirate bpc's. maybe cosmos stuff? It's so obscure right now. With better supply for the materials and bpc's whole new markets could evolve from it.


Thats another gripe I have. The isk/hour might eventually round out to be the same, but it is now significaly harder and requires more gear and skills to do what I currently do properly with L4 hacking and L5 probing skills in a T1 frig that costs me 20m to replace (if rigged and podded with the new clone costs).

EDIT: Although SiSi prices usually don't stand up to scrutiny, I estimate it will cost me 45-50mil ISK to replace my current tractor-instalock-hacking frig with no defense mods or cloak...
Johan Toralen
IIIJIIIITIIII
#123 - 2013-05-29 01:50:39 UTC
http://wiki.eveonline.com/en/wiki/Hidden_Ruins

This site hasn't been replaced with a new one. Got it as a relic site in nullsec. Was a bit surprising to get welcome by 3 battleships after warping to it.
Naren Vintas
Some Assembly Required.
#124 - 2013-05-29 02:40:09 UTC  |  Edited by: Naren Vintas
I'm sorry, it seems that you guys got new thread for the feedback. I already gave you one, but since you ask for another one from after certain date... and since my feedback does not change by any recent changes... let me quote myself.

Naren Vintas wrote:
It's been said many times before, but I need to say it myself. Here's my individual feedback on the new "exploring".

Needless to say, I like the idea behind the hacking minigame. It's something new, and has some potential. Although it's not very eve-like. It can get frustrating a bit at times, but overall it's some nice change, for me, personally. There's something in successfully hacking the site. But in the success lies the greatest failure of this new idea: can spewing.

What's wrong with can spewing? Why do I consider it a failure?
- Of all things, it definitely is not enjoyable and feels more like a punishment than reward. You have to click the tiny icons on screen that jump chaotically around and get further and further away from the ship.
- Unlike pretty much everything else clickable in space, these loot cans are the only thing that cannot be added to an overview. This is a major drawback.
- You can't really see whether you are already tracking the can into your bay, or not. You can't really see, whether you can proceed to the next.
- The collision with the environment can make it nigh impossible to actually catch any container. Congratulations! You've hacked tremendously hard site. Now it's going to spew out cans in such way, that you won't catch any of them.
- Loot in these containers is often crap.
- Even should I bring a friend, or a dozen, it will not make it any more pleasant.

I understand that you want to have players do something nicer for a change than just staring at their overview, issuing orbit/approach commands and activating modules. Hacking minigame is actually something that works and can be enjoyable. Alas! believe me, container spewing is not something I am willing to accept. You guys at CCP seem pretty adamant at keeping the mechanic in the game, despite a lot of negative feedback towards it. Please do listen to the players and review the idea from scratch. If you really want to keep it in, make it a failure proc, and not result of a successful hack.

Reducing the amount of cans spewed and/or increasing their lifetime is not going to help either. The whole idea should be scrapped.

I realize that Odyssey deadline is almost here. But I'd rather have one feature less/postponed, than a crappy feature on time.

On a side note: I wouldn't call this "exploring" or "exploration sites". It has nothing to do with exploring, really. Just some treasure hunting. That's what it should be called. Treasure Hunting professions. Definately not Exploration. I don't feel like I'm exploring anything.

That is all from me for now. Hope the feedback comes useful.


Now. One way or another, all my points still stand. Every single thing about can spewage, stands to this moment. Now, let me make it clear. I have done more "exploration" sites between my last feedback and now... and it sure does not change a single bit for me.

Looking at this very thread here, I can see that many people complain about excessive clicking for the Hacking minigame itself. It's not bad... but wait. We've got more clicking ahead of us even after we successfully complete the hacking minigame! Thus, the point of Can Spewage feeling more like punishment for failure than reward of success... stands.

Let me re-quote, and highlight the most important issue:

CCP Bayesian wrote:
For the people saying the 'loot pinata sucks' and the like could you vocalise the problems you have with it?

So far I've collated:
- It's not the way EVE has previously worked.
- Collision is a pain, both with the size of the Data Sites and the positioning of some containers.
- Picking can be difficult if you're not using a mouse.
- Picking can be difficult if you're blinded by the site contents.
- Loot haul seems low in comparison with how it was before.

- Losing cans feels bad, particular after the effort of having to hack the container. This makes it feel like a penalty.

- Not knowing what is any particular can so it feels bad not being able to make good choices.
- The 'bad loot' is far too bulky so it is excessively penalising as you have to stop and sort it out.


I am very glad that you folks come to realize that. But let me make it clear: It's not that I/we feel bad about losing cans. It's that I feel bad about something I theoretically already would have otherwise won (given both the current way the TQ works, and the plain common sense).

And of course, picking cans is hard with all the other issues, like not knowing what's in cans, or collision issues. But solving those will not solve the issue of can spewage still feeling like a punishment.

Let me ask you a serious question:

We successfully hack the site. In current TQ version of hacking, the successful attempt unlocks the container, so that you can loot it. Now... with Odyssey, you actually made the hacking more 'entertaining' (or at least less of a "click and wait"). But you also broke logic of accessing the loot. What is it that makes the cans spew out? In my reasoning, I hacked the container's seal to access and open container to loot it. I did not whack the container with a hammer so it can spew all the contents out. Maybe I should've just shot it instead and hope for same result?

Thus a plea: if you really want to keep the can spewage in the game that feels like a punishment... make it be a punishment for failure, not a "reward" for success.

One more thing. Tractor Beam is too slow. I've got fast ship for catching all the stuff... but ship is too fast. Basically: You can't have too slow ship, nor can you have too fast one
Sorcha Lothain
The Scope
Gallente Federation
#125 - 2013-05-29 04:11:54 UTC
I think the idea of making "loot pinata" a punishment for a failed hacking/archaeology attempt is an excellent idea. Having something blow up in your face is usually a bad thing. It seems really, really, odd as a reward. If you successfully hack the site you get everything in the can. If you fail you get "loot pinata" AND everything else that comes with a failed attempt (e.g. rats, explosive traps).

I guess from a pvp or loot ninja's perspective having the can explode with every success is a good thing.
Scuzzy Logic
Space Spuds
#126 - 2013-05-29 04:47:34 UTC
Sorcha Lothain wrote:
I think the idea of making "loot pinata" a punishment for a failed hacking/archaeology attempt is an excellent idea. Having something blow up in your face is usually a bad thing. It seems really, really, odd as a reward. If you successfully hack the site you get everything in the can. If you fail you get "loot pinata" AND everything else that comes with a failed attempt (e.g. rats, explosive traps).

I guess from a pvp or loot ninja's perspective having the can explode with every success is a good thing.


I agree. In fact, having Loot Pinata for a few other things like when destroying very large structures would be fine. Hell, CCP should introduce a loot pinata when someone destroys an asteroid with a capital weapon. But as it stands, it does and will feel like a punishment.
Sorcha Lothain
The Scope
Gallente Federation
#127 - 2013-05-29 05:07:46 UTC
Scuzzy Logic wrote:
Sorcha Lothain wrote:
I think the idea of making "loot pinata" a punishment for a failed hacking/archaeology attempt is an excellent idea. Having something blow up in your face is usually a bad thing. It seems really, really, odd as a reward. If you successfully hack the site you get everything in the can. If you fail you get "loot pinata" AND everything else that comes with a failed attempt (e.g. rats, explosive traps).

I guess from a pvp or loot ninja's perspective having the can explode with every success is a good thing.


I agree. In fact, having Loot Pinata for a few other things like when destroying very large structures would be fine. Hell, CCP should introduce a loot pinata when someone destroys an asteroid with a capital weapon. But as it stands, it does and will feel like a punishment.


Heh, it could work for asteroids too, but only if it switches to a mini game of the classic arcade game of Asteroids.
Kern Hotha
#128 - 2013-05-29 05:20:38 UTC
It looks like you're going to change profession sites to be boring and unpleasant whether we complain or not. I'm just going to avoid them and hope that eventually you can come up with something enjoyable in the future.

Here's an experienced explorer (JonnyPew) running a data site and not enjoying it: http://www.youtube.com/watch?v=CfHIMb4VM9E
And here he is running a relic site and not enjoying it: http://www.youtube.com/watch?v=-qo81Y79558

We distinguish the excellent man from the common man by saying that the former is the one who makes great demands upon himself, and the latter who makes no demands on himself.

Jose Ortega y Gasset (1883 - 1955)

Scuzzy Logic
Space Spuds
#129 - 2013-05-29 05:28:55 UTC
Sorcha Lothain wrote:
Scuzzy Logic wrote:
Sorcha Lothain wrote:
I think the idea of making "loot pinata" a punishment for a failed hacking/archaeology attempt is an excellent idea. Having something blow up in your face is usually a bad thing. It seems really, really, odd as a reward. If you successfully hack the site you get everything in the can. If you fail you get "loot pinata" AND everything else that comes with a failed attempt (e.g. rats, explosive traps).

I guess from a pvp or loot ninja's perspective having the can explode with every success is a good thing.


I agree. In fact, having Loot Pinata for a few other things like when destroying very large structures would be fine. Hell, CCP should introduce a loot pinata when someone destroys an asteroid with a capital weapon. But as it stands, it does and will feel like a punishment.


Heh, it could work for asteroids too, but only if it switches to a mini game of the classic arcade game of Asteroids.


Only if the little triangle pointer is transfomed into the mighty Veldnought.
Xanadu Redux
Small Target
#130 - 2013-05-29 05:40:29 UTC
Reformatted from another thread:

Aside from the difference to current exploration sites, look at the other mainstay loot mechanism: When I shoot a rat (or someone shoots me Roll) wreckage is left behind based on ship components and a cargo manifest.

  • cans from these new sites spew loot - wreckage does not
  • cans are not owned by the hacker / fleet / corp - wreckage is
  • cans last seconds - wreckage lasts an hour
  • an exploding ship can potentially be rewarded twice over (loot and salvage) - these sites have diminishing returns based on time

Another rub for me is there are any number of ways to blow up rats/players. Exploration skills are finite and tightly focused whereas combat skills are extremely broad in scope. This mechanism feels like a punishment for explorers when compared to combat oriented loot generation.
Sorcha Lothain
The Scope
Gallente Federation
#131 - 2013-05-29 06:06:19 UTC
Also, this doesn't have to be a "you can't lose" scenario as I'm fine with hacking the occasional empty can. Perhaps make it a chance to either spew loot, completely lock you out, summon rats, or whatever else would be a proper punishment.

Bringing friends is still helpful as you can have someone to help loot or cover you from rats when you fail. I'm still a fairly new player to this game, but I will argue that there are virtually no situations where bringing friends is a bad idea.
Naomi Hale
#132 - 2013-05-29 06:47:59 UTC
J3ssica Alba wrote:
Do want. Gief nao. Why aren't you working for CCP ?

Thanks. I think it's because there is a massive difference between making designed content and some quick mock-ups in photoshop.

Brooks Puuntai wrote:
Actually quite mad I overlooked that post. That is how it should be, however it seems too complex for CCP to be willing to do. Since CCP has given up being innovative it seems.

Davion Falcon wrote:
Now this sounds friggin ace right here.

Thanks Big smile

CCP Affinity wrote:
Hi,

This feedback thread is for the hacking and archaeology sites by Team Prototype Rocks - keep feedback on the scattering mechanic, site layout, hacking minigame please :)

We have taken your feedback on board and made some changes to the pace of the feature and the loot amounts within the scattering. It would be great to get your feedback on the updated version on SISI - both from the mass test today and from playing the sites yourselves.

Please keep the feedback constructive and give specific examples/suggestions to help us fully understand any concerns you may have.

Bit off topic.

Could we get a practise hacking panel in the Captain's Quarters, no rewards, just maybe flicker the light or a message from station maintenance to 'stop doing that'. I'd like playing it as a game, like that strategy game that was shown for Incarna. (How do you add big puppy dog eyes to a forum post?)



I'm Naomi Hale and this is my favourite thread on the forums.

Sheena Tzash
Doomheim
#133 - 2013-05-29 07:57:00 UTC
So what is the plan CCP?

You've released a dev blog explaining about the exploration changes and two threads full of people saying that they don't like it.

Is anything being done or planned to be done with the feedback we've provided?

Has the CSM been made aware that this is a potential raging issue that needs to be looked at before its too late?
Nar Tha
Doomheim
#134 - 2013-05-29 08:00:23 UTC  |  Edited by: Nar Tha
I noticed a few things.

1) Will there still be gas sites with hacking containers in them? (The pirate gas facility sites.)

2) In some sites, the containers are stacked in the exact same spot (also causing the graphics to glitch in each other multiple times). Didn't note the names, sorry.

3) When I fail to hack, there is still one rat spawning.

4) When I fail a second time, rat and container both despawn.

5) Sometimes a defensive subsystem or the system core are not displayed correctly, instead you only see the backdrop of an unexplored node.
James Amril-Kesh
Viziam
Amarr Empire
#135 - 2013-05-29 08:09:21 UTC
Naomi Hale wrote:
Second, They have only a week before Odyssey's launch, what do you want them to do?

Well if it were up to me they'd push back the launch until they got it right.

I've done my share of defending the hacking and loot system, but that was really just me trying to convince myself that it was a good system.

In all honesty it's a total piece of crap. Hacking at the moment is extremely difficult (at least in nullsec) which alone brings down the isk efficiency, then on top of that you have the loot spew mechanic which brings things down even further.

The loot is absolute ****, the hacking is far too much about luck and the odds are stacked against you, the loot is ****, the spew mechanic means that even if you successfully hack a can you still don't necessarily get the loot unless you're in a fast ship, gave great eyesight and no colorblindness, have a high-end gaming mouse, have a fast internet connection, have excellent reflexes and hand-eye coordination, have a large monitor, and/or bring a friend who spends 80% of his time sitting on his hands feeling incredibly bored and the rest frustrated at chasing after cans, and oh, did I mention that the loot is absolute ****?

Enjoying the rain today? ;)

James Amril-Kesh
Viziam
Amarr Empire
#136 - 2013-05-29 08:11:32 UTC  |  Edited by: James Amril-Kesh
There are some really good parts to this expansion.
This expansion, however, is about exploration, and it utterly fails at making exploration any more worthwhile of a profession than it currently is.
Most of the people who will try exploration as a result of this expansion will quickly become frustrated and give up because the mechanics are still absolutely awful.

The entire thing is a rushed, botched job. The expansion is going to be an absolute success at everything except its original intent. The ship balancing is good, mostly. The artwork is excellent. The resource rebalancing is good. The exploration changes are awful.

Enjoying the rain today? ;)

Tsubutai
Perkone
Caldari State
#137 - 2013-05-29 08:49:44 UTC  |  Edited by: Tsubutai
The Regional Blood Raider Data Processing Center data site in blood raider lowsec seems to have a major design flaw: all of the cans are located inside a very large cross-shaped asteroid, which makes it impossible to collect loot without approaching the site from a very specific angle. The congestion in the site is so severe that the loot cans were bouncing around like pinballs after being ejected following a successful hack. Here's a picture that shows the position of the hacking cans inside the asteroid: http://i.imgur.com/YLf4OZn.png

Ran a few more data and relic sites in blood raider lowsec using a heron (virus coherence/strength = 135/40). The four data sites I did (Blood Raider Data Mining Site/Data Processing Center/Command Center/Regional Backup Server) dropped around 90m of loot plus a few BPCs that the game doesn't value properly; each site took around 10 minutes to hack and loot. I was easily able to hack everything at the first time of asking, and got 80-90% of the spew cans. That seems OK-ish, although nothing like so good as nullsec sites. The two relic sites (Decayed Blood Raider Particle Accelerator/Collision Site) dropped around 4m of T1 and T2 salvage with no other loot of note, which seems like a rather poor return for around 15 minutes of hacking and looting. Obviously, it's possible that this just means that the random number generator wasn't feeling nice this morning, but it may be worth having another look at the lowsec relic loot tables.
Chi'Nane T'Kal
Interminatus
#138 - 2013-05-29 08:55:44 UTC
The hacking minigame does have potential, it probably just needs some finetuning and maybe some additional features - for example some visibility of the general layout based on hacking skills.

The spew mechanism is simply awful, though. It should be used purely as a punishment for failed hacking attempts.
Omnathious Deninard
University of Caille
Gallente Federation
#139 - 2013-05-29 10:54:18 UTC
Sorcha Lothain wrote:
I think the idea of making "loot pinata" a punishment for a failed hacking/archaeology attempt is an excellent idea. Having something blow up in your face is usually a bad thing. It seems really, really, odd as a reward. If you successfully hack the site you get everything in the can. If you fail you get "loot pinata" AND everything else that comes with a failed attempt (e.g. rats, explosive traps).

I guess from a pvp or loot ninja's perspective having the can explode with every success is a good thing.

Why should you have your cake and eat it too?
Loot piñata as a failure mechinac defeats the purpose of the mini game and any player skill/luck in exploration and will only glorify blobing in even more areas of the game.

If you don't follow the rules, neither will I.

Scuzzy Logic
Space Spuds
#140 - 2013-05-29 11:52:41 UTC
Omnathious Deninard wrote:
Sorcha Lothain wrote:
I think the idea of making "loot pinata" a punishment for a failed hacking/archaeology attempt is an excellent idea. Having something blow up in your face is usually a bad thing. It seems really, really, odd as a reward. If you successfully hack the site you get everything in the can. If you fail you get "loot pinata" AND everything else that comes with a failed attempt (e.g. rats, explosive traps).

I guess from a pvp or loot ninja's perspective having the can explode with every success is a good thing.

Why should you have your cake and eat it too?
Loot piñata as a failure mechinac defeats the purpose of the mini game and any player skill/luck in exploration and will only glorify blobing in even more areas of the game.


As opposed to what, forcing blobbing jsut to make sure you do get all the good loot like every other dang profession in the game? Not to mention boring the f*** out of your friends? You might as well be mining.